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Fixed recruitment slots
- Unit cost, movement etc. effects are now compatible with all DLCs and all mod unit packs from other modders.
- Got rid of cultural conversion changes (they were a relic from the previous CA system).
- Iberian culture now in (new campaign required to experience)
- Chapter missions for new playable factions (new campaign required to experience)
- Changed Historical culture of Spain to Iberian.
Note: Chapter missions for the new playable factions are missing until I redo the startpos.
@Alexandros You can just load that mod up for custom battles then uncheck it when you don't want it.
- Used new method to make the mod, fixed various old issues.
- Greeks can now confederate if you use this mod with my Diplomatic mod.
- Faction intros are back for major factions.
- Old diplomatic actions for removed factions are gone.
- Odryssia and Lusitani now playable. Turdetani no longer playable.
- Moved/altered starting armies for Carthage, Seleucid, Egypt, Rome and Parthia.
I will update this version once Patch 9 goes live.
-Fixed unuseable building slot in Parthia.
- Carthage now starts with Corsica (requires new campaign to experience).
- Updated some tables for patch 8.
- Rhodes is now playable.
- Meaningful Resources update: updated CAI building priorities to improve new resource chains development. Also, added a new agriculture building in the Warhorses supply chain.
- Reduced income for minor factions.
- Fixed cursus honorum for minor factions.
- Added Cimmeria as playable.
- Reduced Minor Faction trait bonuses.
- Activated minor faction political systems.
- Slightly altered earlier imperium changes (any AI faction with 2 regions or less can only field 2 armies).
- Changed imperium levels so that small AI factions can only field 2 armies. The intention is to keep the larger factions from being mobbed by multiple 1 region factions.
- Media Atropene now a playable faction.
- Various changes to improve mod compatibility.
- Lowered building recruitment point bonuses to work with new recruitment changes.
- Updated to Meaningful Resources version 2:
- Fixed Copper nodes to be their own resource.
- Added Warhorses, Salt and Slaves as resources. These are very limited in location. However, once acquired by ownership or import (trade), the player can build new Supply Chain buildings.
- These Supply Chain buildings (forum, yellow slot capital) produce enough of the resource to then trade. In this way, supply chains can be created across the map (i.e. The Salt Road of Italy, etc.)
- Many buildings, equipment, and training have been gated via resources. The design intent is to gate off units or excessive income. This was also implemented in a way to NOT hinder the AI.